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A track-and-field javelin throw in the spirit of the classic arcade button-mashers, rebuilt for a phone. Sprint down the runway by tapping left and right in rhythm, plant your feet right at the foul line, and hold to raise the throwing angle before you let go. Three throws; your longest one counts.
Each throw starts with your athlete standing at the back of the runway. Tap L and R in turn to run. Speed comes from rhythm, not frantic mashing: about six or seven alternating taps a second reaches top speed, and the speed bar turns green when you are flat out. Tapping the same foot twice in a row makes you stumble and costs a chunk of speed.
Press and hold Hold to throw before you reach the white foul line. Your feet plant at the exact moment you press, and every throw is measured from the line, not from where you stopped, so each metre you plant short is a metre lost. If you run over the line, or press too late, the throw is a foul.
While you hold the button the throwing angle climbs, shown in the top corner. Let go to release the javelin. Around 40 degrees flies furthest; much flatter or much steeper throws fall short, and if you hold all the way to 90 degrees the javelin goes straight up and lands behind you with no mark.
You get three throws. Every legal throw is marked on the field with a flag, the longest in gold, and the longest of the three is your score.
Top speed is worth more than anything else. A throw at full speed and the ideal angle, planted right on the line, lands a little over 81 metres; the same throw at eight-tenths of top speed barely reaches 64. Find a steady rhythm of six or seven taps a second early in the run and hold it. Tapping faster than that does not make you any quicker, and one double tap on the same foot wipes out a third of your speed.
The plant is where records are made. At full speed you cover ten centimetres every hundredth of a second, so pressing a tenth of a second early throws away a metre. Watch the runner's distance to the white line rather than the button, and press in the last stride. Pressing late is worse, though: a foul scores nothing.
The angle is more forgiving than it looks. Anywhere from about 35 to 50 degrees costs you less than two and a half metres against the best angle, which is just above 40. At 30 degrees you lose about six metres and at 60 about twelve. The angle climbs 70 degrees a second, so a count of a little over half a second is about right.
Use the three attempts like a real thrower. Bank a safe, legal mark with the first one by planting a stride short of the line, then take more risk at the line on the last two, knowing a foul there cannot cost you the mark you already have.